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10 SECONDS TO DIE's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
FUN | #77 | 3.625 | 3.625 |
OVERALL | #92 | 3.500 | 3.500 |
EASY TO GET INTO | #96 | 3.875 | 3.875 |
THEME | #114 | 3.250 | 3.250 |
AUDIO | #116 | 3.250 | 3.250 |
VISUALS | #124 | 3.500 | 3.500 |
CREATIVE | #141 | 3.250 | 3.250 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Do you have any bullet or projectile in your game?
You added some projectile or bullet in your game
How does your game implement the theme? (If your game doesn't use the theme ignore this field)
At the start of a run, the player has 10 seconds until they die. Fighting enemies will increase the time he is allowed to live
What was the size of your team?
1 person
Please credit the resources that you used during the jam (if you used any)
ZapSplat was used to get sound fx
Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
Room204 Studios: https://www.youtube.com/channel/UCl0fZ7rfTPopOMKJSxlhb4g
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Comments
Heyho! Really nice work for the couple of jam days!
I wish the reflected bullets were more powerful (and bigger and maybe homing?), so reflecting bullets would kinda become the main mechanic - at least it felt the most 'ninja-style move' to me :)
I'm not great at playing shmups, so being able to push back those bullets was very fun!
Dashing was fun, too, but a bit unprecise and therefore I didn't use it as much.
Overall, a good one! Well done!
Stay funky,
Dez
I see what you're going for (feeling like a cool ninja) and initially it kinda works but after I played a bit the mechanics fell apart. The reflects would be very cool but they are far too weak and end up being not very useful, so the dash attack dominates. Because the dash involves putting yourself in harm's way, dodging bullets (which would fit the cool ninja theme) becomes impossible and it ends up being a game about very sloppy dashing and minimizing damage. The dash attack itself doesn't have much technique to it, you point the cursor at the direction of the enemy and click without any need for careful timing. On top of that, because of how it's balanced you can reach a point where you'll have so many seconds saved up that you'll always gain more even when playing kinda poorly. In the end it's very hard to feel like a cool precise ninja when the gameplay involves dashing without a sense of timing and constantly getting hit. The dash animation/movement itself could also be cooler, but I imagine you probably didn't have the time to spice up.
If I had to spitball some suggestions, I'd suggest increasing the damage that reflected bullets do while increasing the hitbox of the player's sword slice by a lot, but at the same giving it a bit more recovery frames so the player can't safely spam it. For the dash, it'd probably help if you had some kind of charging mechanic (think Ninja Gaiden Black) to encourage more careful gameplay, while boosting the damage and giving a lot of post-dash invincibility. In general, focusing more on dodging bullets rather than minimizing damage would make the game feel cooler.
This is really great and deep feedback. I agree with everything you're saying but I didn't have much time to balance at the end and felt fairly satisfied with the fast-paced (albeit sloppy) gameplay. I am considering redesigning the playable character (maybe having multiple playable characters) and rebalancing in order to force the player to be more precise. Thanks for the great feedback as it gives me a lot to think about for future projects.
Glad it was helpful, and yeah that's the common problem of crit-ing game jam games, so many flaws will just come down to a lack of time
This game feels so nice to play, controls are tight and gameplay is really fast-paced. The music was bugging out and not playing on some restarts though, and also I feel like reflected bullets should be more powerful, to lean players towards that playstyle. Give reflected bullets more size, mroe damage, more speed, everything :P
Really nice entry!
Thank you for the feedback! Loved your game! In hindsight I should've definitely pushed the player towards the reflect bullet playstyle. I've gotten a lot of good feedback from people here so I might build this out further.
the controls feel nice and responsive, and I really like the graphics. overall fun game :3
Thank you very much!
Definitely worth playing, the bullet reflection mechanic make the game really fun to play.
what I have seen of the 3 enemies (at least the ones I've seen) the most dangerous in my opinion is the first one, probably because they tend to surround you.
Good game :)
Thank you! I agree that oddly the first enemies seem to be the hardest (might need to improve the balancing). By the way there are only 3 enemies so far hahaha. Glad you enjoyed!
the game was got some cool concept but feel a bit too hard for me if u make a health for the player rather making it lose time that might reduce the difficulty. btw i love the enemy and the player and the shader btw i got a huge lag spikes when the 2 enemy was introduces overall cool concept.
Thanks for the feedback! I think part of the reason it feels hard is most of the player's damage comes from striking enemies directly rather than by reflecting bullets. The lag spikes are caused by loading in particle effects during runtime and unfortunately I didn't have time to solve it!
i dont have problem with the lag. the lag come when the second type enemy come which shoot a lot of bullet. btw is still a cool concept.
Cool graphics. I liked finally getting the hang of hitting bullets back. Fire sound too.
Thank you, appreciate the feedback!